Europa Universalis IV

Europa Universalis IV

1.37 Doge's Anbennar - Goods & Buildings
212 kommentarer
smirkyshadow 21. sep. kl. 13:09 
Aaah ok
ComradDoge  [ophavsmand] 18. sep. kl. 3:01 
Best I can recommend is my shattered mod, vanilla setting bookmark. Of course it has other changes but its vanilla++

Although surprised TGE crashes for you, should be up to date
smirkyshadow 17. sep. kl. 16:47 
Last I checked the trade goods expanded mod crashes, and doesn't work for the newer versions :(
ComradDoge  [ophavsmand] 7. sep. kl. 20:41 
made some tweaks to tar, maple and cinnamon
Boboiscool1 7. sep. kl. 15:51 
Tar and Maple syrup are pretty easy, maple syrup should primarily spawn in Broken Lands subcontinent as it is the analogue to Canada, maybe a low rate in trolls bay. Tar historically was made in Scandinavia, so its in-game equivalent is Gerudia subcontinent + Yyl Möitsa? Cinnamon originated in India, but is mostly grown in Indonesia, so Rahen subcontinent. Beer is hard to pin down as it was made basically everywhere. Honestly I'm not a lore expert so I'm just basing it on OTL historical production centres and pinning it to the closest Anbennar region, but the discord is full of lore heads who obsess over stuff like this,
ComradDoge  [ophavsmand] 3. sep. kl. 3:49 
Just no data on where to properly put some of the things, If you have any ideas I can look into it
I don't really know the detailed lore
Boboiscool1 2. sep. kl. 21:27 
Are certain trade goods that are listed in the strategic goods table meant not to spawn? I have never seen things like cinnamon, tar, gunpowder, llamas, beer (outside of Amlharaz), or indigo dye spawn naturally. Are the intentionally left out or is something wrong with my spawning?
ComradDoge  [ophavsmand] 29. aug. kl. 9:23 
Vanilla version would be the original mod this is forked of "Trade Goods Expanded 1.37.1"
Although the balancing is vastly different.

Regarding strategic goods, they should be influenced by goods produced, primary way is just deving tho.

I'll tweak it to be less aggressive with wool.
smirkyshadow 28. aug. kl. 16:03 
Wish there was a non abennar version :(
Yume 26. aug. kl. 16:07 
Is there a desciption somewhere on to how is strategic good production calculated? Cause for example adding + good production modifiers doesn't seem to affect it. Is it based purely on dev?
Le Doctor Bones 13. aug. kl. 6:14 
Is there a version of this that only includes the trade goods, not the trade good change buildings?

Because while I really enjoy seeing new trade goods in my games, the end effect of the buildings is that there are almost no wool provinces by 1550 because they have all been changed to the much better cloth provinces.
JaimeTheLion 13. aug. kl. 5:34 
It seems that after building a specific factory (such as the leather factory), the provincial good doesn't change to be leather anymore.
Anbennar is so much better woth doge's stuff, keep up the good work.
ComradDoge  [ophavsmand] 2. aug. kl. 4:46 
will look into it
Arexander 1. aug. kl. 4:35 
Repairing the Serpent Vale Irrigation doesn't work with this mod on. Base Anbennar seems to have made a host of changes to DiggyDiggyHoleEvents.txt, including a bunch of new events at the bottom of the file.

In addition, Hul-az-Krakazol missions seem to have a few needed changes, such as changing north and south_haless_superregion to gozengun and vimdatrong_superregion respectively, and krakazol_into_darkness having some additional triggers in base Anbennar, along with a change from cb_humiliate to cb_humiliate_triggered, though I'm not sure what the last one's effect is.

Krakdhumvror's missions also have some changes, most of which are in regards to changed provinces and areas for some missions triggers and effects, though I'm not sure if those are intentional changes on your end, but also referencing the irrigation changes already noted above and setting a different country flag in krak_great_mines.
Greasy 29. juli kl. 20:44 
Ok so I also had crashes when one of the resource buildings finished, I tested it with just Anbennar and this mod, it seems to be some buildings, the furniture building works, but if you build a cheese manufactury, it crashes.

Im looking further into it but at least its a bit more easier to know what to look at.
Thanks
ComradDoge  [ophavsmand] 9. juli kl. 6:18 
building files updated
Fredy 9. juli kl. 4:16 
Most recent was stilling missing stuff for the newest patch. Like for Zokka and Brrtekuh effects, the merfolk things and the new infernal temple stuff. And the new stuff related to "sponsored_adventurers_building_reform_effect". Just checked vs the steam release version before posting this now, unless an update happened while typing this. That said, great mod, love the upgrading goods and expanded tall gameplay fits all the smaller highdev tags in Anbennar neatly.
ComradDoge  [ophavsmand] 8. juli kl. 13:26 
thats was updated actually, I noticed it as well, unless this recent patch added more stuff
Fredy 8. juli kl. 12:14 
Hey since you are on the updating train atm, id like to point out the base buildings (and mage tower file) are very out of date with the base Anbennar buildings at this point. It currently bricks a bunch small mechanics on some tags (and some religions) if you play with this mod as is atm.
ComradDoge  [ophavsmand] 8. juli kl. 4:42 
Just an oversight and was missing from the artisan district trigger
fixed
kramarczuk 7. juli kl. 18:58 
is there a way to have dwarven holds specialise while having the new trade goods introduced? For example, I have amber produced in a hold and can make no selection for a hold specialisation. Is the only fix to edit the files in some way?

thanks!
Heavy 18. maj kl. 15:44 
edge skibidi
Mantioch Andrew 5. maj kl. 2:55 
Ok, I've found the issue (kind of) - checking the total steam engines I had before peace, and the same after the peace & recalculating it, it looks like the number went down a bit... Not sure why, I actually had higher OE a few months earlier, and my trade share in the ledger for steam engines has stayed roughly the same.

For now I'm just going to build another steam engine assembly line before peaceing out, but would be good to know roughly what caused the number to go down.

Thanks!
Mantioch Andrew 4. maj kl. 17:36 
Hi, I'm loving the mod so far, but I've run into an issue and could use some help figuring it out.

When I sign a peace deal, I'm finding my resources suddenly crash. I'm wondering if the resources in my empire are based purely on production, or if they are also fed by trade? My only guess is that the OE reduces my trade power enough that I lose the Zinc I need for steam engines... my other resources should be comfortable.

If I click through all the missing resources and recalc, it still shows that I have enough resources for everything. But my steam engine usage looks a bit buggy... in the recalc it suggests I'm using >10x what I was using before, so should be in deficit... yet it seems to add "used" on to "total" instead of subtracting from it. but on the next day tick it fixes itself, and I'm out of resources again.

I've also checked to make sure the provinces I'm taking don't have any factories in them, and I don't see any issues there.

Do you know what could be causing this?
Furio93 22. apr. kl. 6:27 
i found it, thanks.
ComradDoge  [ophavsmand] 21. apr. kl. 10:57 
In decisions tab
Hover over trade strategic resources name to see which resource you are lacking
then find a province with that resource and develop production to increase your amount (can just focus one province or develop production in many same provinces)

There should also be a decision button that you can continually press to delete "no resource" building

if you have enough resources, that will be the end of it. If not, no resource building will continue to appear until the issue is resolved.
Furio93 21. apr. kl. 10:41 
i have a problem, in most of my provinces there is a building that says: no resources? Is there a solution to delete it not province by province? because when i conquered new land or i dev it appeares and it doesn't go away by itself
ComradDoge  [ophavsmand] 31. mar. kl. 17:54 
I assume its same issue with steam and bitbucket being different
ComradDoge  [ophavsmand] 31. mar. kl. 17:53 
by DizzyWaddleDoo
Also as for the dwarves with no feudalism thing, this is because in the public fork, the dwarven tech group was changed to west_dwarven. This hasn't changed in the steam version of Anbennar yet, but when it does the tech group will need to be updated in the institutions file
Faker kk 15. mar. kl. 13:54 
Roads POG
Nerdcrom 11. mar. kl. 20:10 
When in multiplayer, for some reason, when looking at buildings in a province, and then going to build a latent goods building, as soon as my mouse hovers over anything on that bottom quarter of the menu, i instantly crash. Works perfectly fine when I'm in solo, and it doesn't matter if I'm host or not, still crashes. My friend doesn't have this issue, we're obviously using all the same mods.
Ritter 3. mar. kl. 17:24 
In TGE_latent_buildings for wood_workshop the code needs to be changed to add an or for tropical_wood so that you can create furniture.
ComradDoge  [ophavsmand] 2. mar. kl. 11:56 
varies

usually other mod incompatability/overwriting
or graphical mod touching something

can be other stuff tbh but difficult to say
Leoriinn 2. mar. kl. 10:44 
What might cause the game to crash while constructing buildings?
ComradDoge  [ophavsmand] 25. feb. kl. 8:15 
updated the diggy file
DizzyWaddleDoo 23. feb. kl. 18:47 
Also as for the dwarves with no feudalism thing, this is because in the public fork, the dwarven tech group was changed to west_dwarven. This hasn't changed in the steam version of Anbennar yet, but when it does the tech group will need to be updated in the institutions file
DizzyWaddleDoo 23. feb. kl. 18:37 
The hidden event diggy.759 is broken, it's missing the option for Skewered Drake, so ai Skewered Drake defaults to the first option and gets a colony on the opposite side of middle dwarovar when they shouldn't. There's also at least one more event in the DiggyDiggyHoleEvents.txt file that's been added to the steam version of Anbennar but is missing from the submod's copy.
ComradDoge  [ophavsmand] 6. feb. kl. 2:46 
Cloves now follow base mods spawning chance/areas

I also went over the chance/locations for other vanilla goods and now they are closer to the up to date version of base mod chance/locations

- Fur bonus of 0.5 prestige changed to 15% caravan power.
- Carmine Dye bonus caravan power replaced with 0.5 prestige.
- Chinaware bonus changed to +1 diplomat instead of legitimacy types.
- Whaling local province modifier changed from production to tradegoods modifier.

Tree of Stone region now has a high chance of amber. Do tell if the frequency of goods becomes out of whack. But thematically it should be neat.
axavia123 5. feb. kl. 12:37 
Just checked the tree of stone trade goods, and I feel like Amber should be able to spawn there, perhaps replacing the gems. Considering that Ovald Kanzad's culture is Amber dwarf, and the ideas of Gor Ozumbrog specifically mention amber. With that same logic, I think that the hold of Gor Ozumbrog should have a high chance of spawning gems.
gorilla_fingers 4. feb. kl. 7:10 
Glad to be of service to this mod. Another thing; in the Moonhaven mission tree the prereqs for the mission "Trade in Spices" is to conquer five provinces that produce the trdegood Cloves and to bump up base production to 8 in a the Fahvanosy region. The problem is, natively, the game only starts with four and, unlike base mod, the colonizeable provinces don't spawn more Cloves so it's impossible to actually meet that prerequisite as it currently stands.
Elder Scrolls mod version?
Col_Aur(ful) 3. feb. kl. 23:14 
Or well that "the pearls found there are rumored to be souls of ... who died her in ages past.... have grown quite popular with more morbid gem enthusiats..."
Col_Aur(ful) 3. feb. kl. 23:12 
Isle Vroren, up in Frozenmaw territory has a gem province. in game events reference these as pearls btw.
ComradDoge  [ophavsmand] 30. jan. kl. 13:08 
edited the gronstunad mission file to take in account jade
NateScout 29. jan. kl. 22:30 
Switched back to steam version of anbennar with Doge's Goods & Buildings. Feudalism is present everywhere it should be. Must be something wrong with that version of the publicfork. Thanks for checking!
gorilla_fingers 28. jan. kl. 10:30 
Something to take note of: The Jade Mission "Decorate The Nobility" and the Jade National Decision "Found Mining Operation" doesn't account for your newly added goods like Jade or other metals.
ComradDoge  [ophavsmand] 25. jan. kl. 16:18 
The two buildings in the image arent supposed to be there, fixed

@NateScout
i started up a game and the dwarfs such as duran blueshield, krakdhum, verkal and ovdal start with feudalism. Is that not the case in your games?

Try resubscribing if you havent already, I don't touch institutions so it shouldnt be something on my side
NateScout 25. jan. kl. 15:10 
btw, this wasn't happening last time i played (last month), so it must be something in this recent update